2,075 research outputs found

    Image-Based Virtual Clothing

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    Online shopping has found speedy growth for the fast-paced world in the present situation. Precisely garments shopping are one of the most exciting parts especially for ladies. The continuous changing fashion and newly designed outfits motivates customers for shopping. New online shopping stores have added an ease for shopping your desired products by removing the constraints of places and time limits. As far as garments are concerned, predicting the appropriate size and imaging the real life look of that garment just by viewing its image is a challenging task. The project introduces an easy and feasible solution for the online shopping try-on scenario by introducing an app with a digital try-on feature. It can enhance online shopping experience. In this project, we propose an idea for fitting a given 3D garment model on a person. We will use  3d models of the clothes that will fit on the image of the user and enable a user to see himself/herself wearing virtual clothes. The 3D models of the clothes are stored in the system. On opening the application, user can view the clothes available and by using the mobile’s camera the user can get an idea of how the garment will fit on him/her. This way the user can have a fair idea about the look of the garment

    Socially Beneficial Metaverse: Framework, Technologies, Applications, and Challenges

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    In recent years, the maturation of emerging technologies such as Virtual Reality, Digital twins, and Blockchain has accelerated the realization of the metaverse. As a virtual world independent of the real world, the metaverse will provide users with a variety of virtual activities that bring great convenience to society. In addition, the metaverse can facilitate digital twins, which offers transformative possibilities for the industry. Thus, the metaverse has attracted the attention of the industry, and a huge amount of capital is about to be invested. However, the development of the metaverse is still in its infancy and little research has been undertaken so far. We describe the development of the metaverse. Next, we introduce the architecture of the socially beneficial metaverse (SB-Metaverse) and we focus on the technologies that support the operation of SB-Metaverse. In addition, we also present the applications of SB-Metaverse. Finally, we discuss several challenges faced by SB-Metaverse which must be addressed in the future.Comment: 28 pages, 6 figures, 3 table

    A Survey of the State of Research on Augmented Reality from a Business Perspective using Porter’s Value Chain

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    In recent years, augmented reality (AR) technology has been able to demonstrate more and more impressively the potential it brings for companies and their valueadding activities, and this even though acceptance of the technology in society is only just beginning. Due to this, our work aims to bring a comprehensive overview of AR deployment opportunities based on the value chain, forcing a symbiosis of potential demonstration and acceptance promotion. For our investigation, we consider the most important peer-reviewed papers on the state of research on augmented reality from a business perspective and provide a comprehensive overview of the different possible uses of AR within a company, structured according to Porter’s value chain, as well as an outlook on future research on the expansion and further development of AR systems. Based on this, we formulate research gaps for future work on AR in the context presented

    Cloth interactive transformer for virtual try-on

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    The 2D image-based virtual try-on has aroused increased interest from the multimedia and computer vision fields due to its enormous commercial value. Nevertheless, most existing image-based virtual try-on approaches directly combine the person-identity representation and the in-shop clothing items without taking their mutual correlations into consideration. Moreover, these methods are commonly established on pure convolutional neural networks (CNNs) architectures which are not simple to capture the long-range correlations among the input pixels. As a result, it generally results in inconsistent results. To alleviate these issues, in this article, we propose a novel two-stage cloth interactive transformer (CIT) method for the virtual try-on task. During the first stage, we design a CIT matching block, aiming at precisely capturing the long-range correlations between the cloth-agnostic person information and the in-shop cloth information. Consequently, it makes the warped in-shop clothing items look more natural in appearance. In the second stage, we put forth a CIT reasoning block for establishing global mutual interactive dependencies among person representation, the warped clothing item, and the corresponding warped cloth mask. The empirical results, based on mutual dependencies, demonstrate that the final try-on results are more realistic. Substantial empirical results on a public fashion dataset illustrate that the suggested CIT attains competitive virtual try-on performance

    AFFECT-PRESERVING VISUAL PRIVACY PROTECTION

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    The prevalence of wireless networks and the convenience of mobile cameras enable many new video applications other than security and entertainment. From behavioral diagnosis to wellness monitoring, cameras are increasing used for observations in various educational and medical settings. Videos collected for such applications are considered protected health information under privacy laws in many countries. Visual privacy protection techniques, such as blurring or object removal, can be used to mitigate privacy concern, but they also obliterate important visual cues of affect and social behaviors that are crucial for the target applications. In this dissertation, we propose to balance the privacy protection and the utility of the data by preserving the privacy-insensitive information, such as pose and expression, which is useful in many applications involving visual understanding. The Intellectual Merits of the dissertation include a novel framework for visual privacy protection by manipulating facial image and body shape of individuals, which: (1) is able to conceal the identity of individuals; (2) provide a way to preserve the utility of the data, such as expression and pose information; (3) balance the utility of the data and capacity of the privacy protection. The Broader Impacts of the dissertation focus on the significance of privacy protection on visual data, and the inadequacy of current privacy enhancing technologies in preserving affect and behavioral attributes of the visual content, which are highly useful for behavior observation in educational and medical settings. This work in this dissertation represents one of the first attempts in achieving both goals simultaneously

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

    Get PDF
    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Enhancing the online decision-making process by using augmented reality: a two country comparison of youth markets

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    Although online stores extend the traditional offer of the brick and mortar ones, the limited possibilities to virtually try the product before the effective buying makes the online purchase decision a complex process for consumers. Therefore, online retailers face new challenges for supporting consumers consisting of the introduction of advanced technologies such as augmented reality systems. The present study investigates the effect of augmented reality technologies on consumer behaviour within the online retail environments, by comparing two different cultural settings. Drawing upon the technology acceptance model (TAM), new constructs related to the technology characteristics (e.g. quality of information, aesthetic quality, interactivity, and response time) developed a new conceptual model. This model has been tested for a new technology for virtual try-on (a smart mirror for virtual glasses). Focusing on young consumers, data collected in Italy and Germany yielding a total of 318 participants was used. Findings across these two markets reflect cross-market similarities, but also dissimilarities, related to consumers’ motivation to employ augmented reality systems for supporting their online purchase decision. These insights should prove helpful to retailers in better manage the online channels, that could be easily extended to the mobile one
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